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Uun

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Everything posted by Uun

  1. Posi 1 has a minimum of lvl 8 while Posi 2 has a minimum of lvl 11. I'm guessing that the cap for Posi 2 was bumped to 16 so that the range would span 5 levels. (The original Posi TF is lvl 10-15.)
  2. Shifting Tides can be placed on a teammate, pet or foe. As stated above, many place it on Barrier Reef. This does require reapplying it every 4 min (or sooner if Barrier Reef is defeated). Controller pets work well if they stay in melee range but not so much if they stay at range (i.e., Tri-Cannon). Because of its interaction with Brine (it reduces its recharge), I often place Shifting Tides directly on the foe when fighting AVs and GMs. I share your dislike of Lifegiving Spores, but I don't think changing it from a location toggle would help. It can already be resummoned almost immediately. The issue is the strength (or lack thereof) of the heal/end buff.
  3. Scrapper has a base threat level of 3, corruptor has a base threat level of 1. Debuffs increase threat level, so a corruptor using debuffs could easily generate more threat than a scrapper. https://homecoming.wiki/wiki/Threat
  4. If you were to change alignment to hero or vigilante you would have access to the contact.
  5. The damage is fine, but the animations and SFX are unexciting. The Insight mechanic isn't great and could use a rework. Boggle (ST confuse) is mostly pointless. It has limited options for slotting %dmg procs. It's not as bad as Psi Blast against psi-resistant foes since all the attacks do 25% smashing or lethal damage (and Mass Levitate is 100% smashing).
  6. The change to sleep is nice but not a game changer. Allowing fear to trigger containment is a plus for controllers but does nothing for dominators. The game changer for Mind was changing Mass Confusion and Total Domination to Adaptive Recharge. You now have a 16-target hard control that's up every spawn.
  7. Only if you have another stun power to stack with it. On the bright side, it doesn't need more than an acc IO or acc/mez HO in the base slot.
  8. Oppressive Gloom ticks every 2s, but its stacking is limited to 1 stack. This means that the magnitude doesn't increase and it only effects minions. Notoriety effects the duration, not the magnitude, due to the Purple Patch (powers are 65% effective against +3 foes, 48% effective against +4 foes, etc.). https://cod.uberguy.net/html/power.html?power=epic.mastermind_soul_mastery.oppressive_gloom&at=mastermind https://homecoming.wiki/wiki/Purple_Patch
  9. Not looking for that. Envenomed Blades is not so much a buff than it is a proc. It could be tweaked to behave more like Interface.
  10. I've had both a DP blaster and a Thugs MM for several years. It wasn't until today (after reading this) that I realized that MMs get different animations for Pistols, Dual Wield and Empty Clips. I'm all for having alternate animations for DP, especially Piercing Rounds. Clearly the animations for the first 3 powers could be ported from Thugs to Dual Pistols, but that leaves 5 powers. Perhaps some of the Malta Gunslinger animations could be reused.
  11. So the answer is that you have to activate Envenomed Blades before you summon the pet in order for them to get the additional damage.
  12. You are correct. If I activate Envenomed Blades first, Fly Trap and Creepers are buffed. Would be nice if the mechanics could be tweaked, as resummoning isn't convenient most of the time.
  13. I don't currently have any Energy Blast characters, but I had an En/En blaster on live from about i3 onward (before kb>kd was available). I was often complimented on my use of knockback, as I would use it to knock foes toward the tank, or I would hover blast to knock foes down and avoid scatter. I've played Storm Summoning to 50 three times. While I do slot kb>kd in Tornado (obviously I didn't on live), I intentionally don't on Lightning Storm. The kb is only mag 1 and it's directional. If you place LS over the spawn it will knock them straight down, while if you place it behind the squishies it will knock foes away from them and back toward the tank. There are any number of mechanics in this game that have a learning curve. Don't cast your AoE immobilize on a spawn before the tank has gathered them up.. Don't stand next to the Shadow Cyst Crystals in the ITF if you're squishy. Be mindful of the direction of your kb (if you choose to use it).
  14. I've got mag -12.975 status protection on my Fire tank and I regularly get stunned when fighting Malta. If whatever you're fighting can stack enough mag, 1 BF may not be enough.
  15. I reported it as a bug, since both Fly Trap and Creepers do benefit from Interface damage procs.
  16. Envenomed Blades is supposed to cause all damaging powers to do extra toxic damage. It doesn't work on Fly Trap, Carrion Creepers or lore pets (although it does work on Sleet, Ice Storm and Caltrops). Note that Interface damage abilities do work on Fly Trap, Carrion Creepers and lore pets.
  17. Did a quick check against a RWZ combat dummy. Fly Trap and Carrion Creepers don't get added damage from Envenomed Blades, but Sleet, Ice Storm and Caltrops do.
  18. Most controller status effects have a 20% chance for an additional 1 mag control. When this occurs, the "Overpower" graphic appears. The duration of the additional control is usually 2/3 or 3/4 of the base duration. Many of the AoE immobilizes and sleeps have a 50% chance to Overpower. Containment causes controllers to do extra damage (usually double) to targets that are already held, immobilized, slept, stunned or terrorized. It has no effect on magnitude.
  19. Ice Arrow doesn't do "nothing but hold". It's a massive debuff (defender values): -25% RechargeTime Strength (all affected targets) for 10s [stacks] -20% Damage (All) Strength (all affected targets) for 60s [ignores resistance] -67.05% Heal Dmg, Absorb, Endurance, RunningSpeed, FlyingSpeed, Confused, Terrorized, Held, Immobilized, Stunned, Sleep Strength (all affected targets) for 60s [ignores resistance] -67.05% Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, ToHit Strength (all affected targets) for 60s [ignores resistance]
  20. Envenomed Blades adds a toxic damage proc to all your attacks (not just Martial Assault), with the amount of damage determined by the power's base recharge and area factor. It caps out at about 31 points (you can see the impact on a power by power basis in Mid's). It also provides a 12% tohit buff. Duration is 40s with a 160s recharge, but with perma-Dom it can be up all the time or close to it (mine has about 7s of down time). https://cod.uberguy.net/html/power.html?power=dominator_assault.martial_assault.envenomed_blades&at=dominator
  21. Rad is somewhat safer because of its debuffs. Kin works best in melee range since its AoE buffs all center around the target (Fulcrum Shift also has a secondary buff around the caster). Gremlins prefer melee but Mercs are largely ranged, so they may miss out on the buffs/heals. You won't need the endurance replenishment with Elec (due to Conductive Aura).
  22. If you weren't aware, Ozzy's final concert on July 5 raised $190 million for charity (Cure Parkinson's, Birmingham Children’s Hospital and Acorn Children’s Hospice). Highest grossing charity concert ever.
  23. Domination (dominator inherent) doubles the magnitude of (almost) all control powers. So a ST mag 3 hold becomes a mag 6 hold, etc.
  24. Split Superior Scourging Blast between 2 powers to double up on the 10% recharge bonus. If you can free up slots, add more defense to the shields. If you're going to use Teleport for travel, slot a range/end enhancement instead of or in addition to the slow resist. As an alternative to 6-slotting Arctic Fog with Reactive Defenses, consider devoting 3 slots to defense and 3 slots to resist. The F/C/E resist is pretty substantial and worth enhancing. Unless there's something about the shark theme that's important to you, Shark Skin isn't a great fit. You're loading up on cold resist you really don't need. You would get more mileage from Mu Mastery/Charged Armor or Soul Mastery/Dark Embrace. Both sets also have ST holds that could replace Spirit Shark Jaws.
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